WAYS TO USE SHIPS AS A
DUNGEON PART 1
Ships as dungeons is an interesting
challenge because they are mobile, limited in size, and waterborne. Expanding
some definitions, however, can lead to a variety of possibilities you may not
have thought of.
1.
Redefine What A Ship Is
A ship doesn’t have to be this thing
that floats on water. Maybe it’s an elven airship that sails through the skies
or a submarine that inhabits the depths. Or perhaps it could be a dwarven ship
that sails through solid stone in the Elemental plane of Earth or is the
deceased hull of what used to be a dragon turtle.
Other options are to have the ship on lava or traveling within ley lines in
your world’s magic system or even in space.
In cases like these, the players would be stuck on the ship until they could
figure out how or where to exit
2.
Examine Different Types Of Ships
There’s always the classic haunted
pirate ship. But even these can be changed up by rearranging the levels and
having hidden passages. Why not set a dungeon on a giant version of a Viking
ship?
Or have the dungeon be an old-fashioned paddle wheel steamboat, a cargo ship,
or a prison ship. If you don’t mind borrowing from modern day, consider a
cruise ship or a canal ship as a location.
3.
Consider Expanding The Location In Unique Ways
In Zelda: Skyward Sword, there are these items called
“time stones” that shift a portion of the level back and forth through time.
Another way you could expand the location is to have the ship occupy two or
more dimensions simultaneously, and the players have to shift from one to
another to get to different places in the ship.
A third way to expand the location is for parts to have different gravity
rules, but under different circumstances, so players never know whether or not
they’ll be affected.
Finally, there could be different areas to explore, depending on the
character’s size. Maybe part of the ship needs to be explored while they’re the
size of an ant.
5.
Consider Different Races
In designing a ship as a location,
think not only of standard fantasy races but variations of them. For instance,
you might have a group of Avariel (winged elves) who are sailing above the
treetops, or tinker gnomes, with their penchant for all things mechanical, in
some sort of steam-driven airship, and wearing magic-punk collapsible hang
gliders that allow them to rain death from above.
Or you might have powrie (bloody cap dwarves) who use their heat-proof barrel
boats in lava.
Also think of other intelligent races that might want to travel, but may not
wish or be able to travel to a location normally. For instance, you might have
dragons that have starships, beholders who sail within the ley lines, or
lizardmen who explore the deep in submarines.
5.
Consider The Reason For The Dungeon To Be There
Ask yourself “what’s the story behind
why this is here?”
Stumped for answers? Consider the following ideas:
§ Protection of a magical item. The dungeon moves around because it protects
a magic item that, if it fell into the wrong hands, would mean the end of the
world. The creatures and traps are a test of merit. Those who fail are not
worthy of the ultimate treasure.
§ Lost in time. In Zelda: Skyward Sword,
the ship dungeon was lost to the annals of time, the area gradually became
desert, and the ship fell into disrepair.
§ Consider the opening sequence as
narrated by James T Kirk: “Space, the final frontier. These are the voyages of
the starship Enterprise. Its five-year mission: to explore strange new worlds,
to seek out new life and new civilizations, to boldly go where no man has gone before.”
§ A prison. Maybe everyone and everything on this ship is
there to keep something inside, and others out. Maybe the traps, automated
guards, etc. are the ship’s defenses to prevent the criminal’s escape.
§ Creative genius. The dungeon might be a ship because the
person (or people) building it simply could. They wanted to challenge others
with their creativity, but also wanted to make it a challenge to even get
there, so they made it.
§ The result of an experiment gone bad. Similar to the prison scenario, the magic or
science experiment is too dangerous to remain free in the general sense of the
term, so it was put into this ship and set adrift. It could be free as in the
case of the Minotaur wandering its maze, but in this case the experiment would
be wandering the ship.
6.
Change the circumstances on the ship
A ship that’s afire is a vastly
different experience than one that is sitting in a calm sea. As can a violent
storm that tosses it about. Adding hazards of smoke, rotting wood, cold, low
light conditions, or radiation can totally change the character’s experience,
as can being underwater, in the vacuum of space, in an active volcano, and so
on
76 Types of ships (taken from
Wikipedia)
1. Aircraft
Carrier: Naval vessel able to launch and retrieve airplanes.
2. Barque: A sailing vessel with three
or more masts, fore-and-aft rigged on only the aftermost.
3. Barquentine: A sailing vessel with
three or more masts, square-rigged only on the foremast.
4. Battlecruiser:A lightly armoured
battleship.
5. Battleship: A large, heavily armoured
and heavily gunned warship. A term which generally post-dates sailing warships.
6. Bilander: a small European merchant
ship with two masts – used in the Netherlands for coast and canal traffic and
occasionally seen in the North Sea but more frequently to be seen in the
Mediterranean Sea
7. Bireme: An ancient vessel, propelled
by two banks of oars.
8. Birlinn: a wooden vessel propelled by
sail and oar, used extensively in the Hebrides and West Highlands of Scotland
from the Middle Ages
9. Blockade runner: A ship whose current
business is to slip past a blockade.
10. Boita: A cargo vessel used for trade between
Eastern India and Indochina.
11. Brig: A two-masted, square-rigged
vessel.
12. Brigantine: A two-masted vessel,
square-rigged on the foremast and fore-and-aft rigged on the main.
13. Caravel: A much smaller, two,
sometimes three-masted ship.
14. Carrack:
a three- or four-masted ocean-going sailing ship and was developed in the 14th
and 15th centuries in Europe. Developed from the single-masted cog, the carrack
was first used for European trade from the Mediterranean to the Baltic. In its
most advanced forms, it was used by the Portuguese for trade with the African
coast and finally with Asia and America from the 15th century before evolving
into the galleon of the 16th and 17th centuries.
15. Cartel: A small boat used to
negotiate between enemies.
16. Catboat: A sailing vessel
characterized by a single mast carried well forward (i.e., near the bow of the
boat).
17. Clipper: A fast multiple-masted
sailing ship, generally used by merchants because of their speed capabilities.
18. Cog: a type of ship that first
appeared in the 10th century, and was widely used from around the 12th century
on. Cogs were generally built of oak, which was an abundant timber in the
Baltic region of Prussia
19. Collier: A vessel designed for the
coal trade.
20. Corvette: A small, maneuverable,
lightly armed warship, originally smaller than a frigate.
21. Cruise Ship: A ship that is designed
to bring people to different ports on a vacation
22. Cruiser: A warship that is larger
than a destroyer, but smaller than a battleship.
23. Cutter: Several types of fast,
modest-sized boats
24. Destroyer: A warship mainly used for
anti-submarine warfare and escort duties.
25. Dreadnought: An early twentieth
century type of battleship.
26. Drekar: A Viking longship with sails
and oars.
27. Dromons: Ancient precursors to
galleys.
28. East Indiaman: An armed merchantman
belonging to one of the East India companies (Dutch, British etc.)
29. Faering: A type of Viking open
rowboat
30. Felucca: A traditional Arab type of
sailing vessel
31. Fire ship: A vessel of any sort, set
on fire and sent into an anchorage with the aim of causing consternation and
destruction. The idea is generally that of forcing an enemy fleet to put to sea
in a confused, therefore vulnerable state. Conversely, also a ship where a
funeral pyre was lit.
32. Flüte: A sailing warship used as a
transport, with a reduced armament
33. Fluyt: A Dutch-made vessel from the
Golden Age of Sail, with multiple decks and usually three square-rigged masts,
usually used for merchant purposes.
34. Frigate: A term used for warships of
many sizes and roles over the past few centuries.
35. Galleass: A sailing and rowing
warship, equally well suited to sailing and rowing.
36. Galleon: A sixteenth century sailing
warship.
37. Galley: A warship propelled by oars
with a sail for use in a favourable wind.
38. Galliot: several types of ships —
§ Mediterranean, (16th century–17th
century): a type of ship with oars, also known as a half-galley, then, from the
17th century forward, a ship with sails and oars. As used by the Barbary
pirates against the Republic of Venice, a galiot had two masts and about 16
pairs of oars. Warships of the type typically carried 2 – 10 small caliber
cannons, and between 50 and 150 men.
§ North Sea (17th century–19th
century)” a type of Dutch or German 20 to 400 GRT trade ship, similar to a
ketch, with a rounded fore and aft like a fluyt. They had nearly flat bottoms
to sail in shallow waters. These ships were especially favored for coastal
navigation in the North Sea and Baltic Sea. To avoid excessive leeway, or
leeward drift due to their flat bottoms, smaller vessels were usually fitted
with leeboards. After 1830, a modernized type of galiot was developed that
featured a sharper bow similar to a schooner. These vessels rarely had
leeboards.
§ Naval ships (17th century–19th
century) a French term for a type of naval warship that might have two masts
with lateen sails and a bank of oars. It might also be relatively small with
only one mast, and be little more than a large chaloupe or launch.
A galiote a bombes was a French term
for a galiote armed with a mortar and
functioning as a bomb vessel, i.e., a vessel armed to shell coastal forts,
towns, and the
like.
40. Gunboat: a naval watercraft designed
for the express purpose of carrying one or more guns to bombard coastal
targets, as opposed to those military craft designed for naval warfare, or for
ferrying troops or supplies
41. Ironclad: A wooden warship with
external iron plating.
42. Junk: A Chinese sailing ship
43. Karve: A small type of Viking
longship
44. Knarr: A large type of Viking cargo
ship, fit for Atlantic crossings
45. Liberty ship: An American merchant
ship of the late Second World War period, designed for rapid building in large
numbers. (The earliest class of welded ships.)
46. Longship: A Viking raiding ship
47. Man-of-war: A sailing warship.
48. Mistico: Small, fast two or three-masted
Mediterranean sailing vessel.
49. Monitor: A small, very heavily gunned
warship with shallow draft. Designed for coastal operations.
50. Nef: A large medieval sailing ship
51. Paddle steamer: A steam-propelled,
paddle-driven vessel, a name commonly applied to nineteenth century excursion
steamers.
52. Pantserschip: A Dutch ironclad. By
the end of the nineteenth century, the name was applied to a heavy gunboat
designed for colonial service.
53. Penteconter: An ancient warship
propelled by 50 oars, 25 on each side.
54. Pink (or Pinque): One of two
different types of boats.
§ The first was a small, flat-bottomed
ship with a narrow stern; the name derived from the Italian word pinco. It was
used primarily in the Mediterranean Sea as a cargo ship.
§ In the Atlantic Ocean the word pink
was used to describe any small ship with a narrow stern, having derived from
the Dutch word pincke. They had a large cargo capacity, and were generally
square rigged. Their flat bottoms (and resulting shallow draught) made them
more useful in shallow waters than some similar classes of ship. They were most
often used for short-range missions in protected channels, as both merchantmen
and warships.
55. Pram: A small dinghy, originally of a
clinker construction and called in English, as in Danish, a praam. The Danish
orthography has changed so that it would now be a pråm in its original
language. It has a transom at both ends, the forward one usually small and
steeply raked in the traditional design.
56. Pre-dreadnought: A type of battleship
of the late 19th century to early 20th century, characterized by having a mixed
offensive battery, in contrast to the “all-big-gun” Dreadnought type
battleships.
57. Q-ship: A commerce raider camouflaged
as a merchant vessel.
58. Quinquereme: An ancient warship
propelled by three banks of oars. On the upper row three rowers hold one oar,
on the middle row – two rowers, and on the lower row – one man to an oar.
59. Raft: a primitive ship made of logs
and often held together by rope or vines.
60. Schooner: A fore and aft-rigged
vessel with two or more masts of which the foremast is shorter than the main.
61. Settee: Single-decked, single or
double-masted Mediterranean cargo vessel carrying a settee sail.
62. Shallop: A large, heavily built,
sixteenth-century boat. Fore-and-aft rigged. More recently it has been a
poetically frail open boat.
63. Ship of the line: A sailing warship
of first, second or third rate. That is, with 64 or more guns. Before the late
eighteenth century, fourth rates (50-60 guns) also served in the line of battle.
64. Slave ship: A cargo boat specially
converted to transport slaves.
65. Sloop: A fore and aft-rigged sailing
vessel with a single mast.
66. Small Waterplane Area Twin Hull
(SWATH): A modern ship design used for Research Vessels and other purposes
needing a steady ship in rough seas.
67. Snow A small sailing ship, with a
fore mast, a main mast and a trysail mast behind the main. Sometimes armed as a
warship with two to ten guns.
68. Steamship: A ship propelled by a
steam engine.
69. Submarine:
A ship designed to travel underwater.
70. Torpedo boat: A small, fast surface
vessel designed for launching torpedoes.
71. Trabaccolo: A type of Mediterranean
sailing coastal vessel.
72. Tramp steamer: A steamer which takes
on cargo when and where it can find it.
73. Trireme: An ancient warship propelled
by three banks of oars.
74. Victory ship: a class of cargo ship
75. Xebec or Zebec: a Mediterranean
sailing ship that was used mostly for trading. It would have a long overhanging
bowsprit and aft-set mizzen mast. The term can also refer to a small, fast
vessel of the sixteenth to nineteenth centuries, used almost exclusively in the
Mediterranean Sea.
76. Yoal or ness yoal, traditional
clinker-built Shetland rowing boat with auxiliary sail
//////////
WAYS TO USE SHIPS AS A
DUNGEON, PART 2
Last time we talked about ways a ship
can be used as a dungeon. Let’s expand the topic and talk ship purposes, ship
related plots, and ship quirks. Enjoy!
Six
Ship Purposes
First, consider why the vessel was
commissioned or built. That decision raises a few question to help you add more
detail and flavor.
1. Entertainment: What features make it viable for that? Does it
have an entertainment deck complete with a stage for performers? A swimming
pool? A gambling area? A shuffleboard deck? A video lounge?
2. War:
Is it built for spying on the enemy, for making quick strafing attacks, or is
it the fleet’s core, heavily armored with large cannons but slow moving?
3. Prison: What is being locked away and why is it so
dangerous it can’t be let out?
4. Harvester: If it exists to gather needed materials what is
it gathering and why? Why is a ship an ideal method of transport?
5. Transport: What type of material support is it carrying?
Food? Rebuilding teams for aid? Medicine to stop the plague?
6. Exploration: What is it exploring and why? Is it trying to get
treasure from exotic locales? Discover more of the world, galaxy, or universe
for the sake of knowledge?
Twenty
Ship Plot Seeds
Ships don’t always have to be waiting
at the dock. Put them in dynamic situations.
1. The Pretorian, drilling for oil far
beneath the ocean floor, has somehow opened up an intra-dimensional rift.
Cthulhu-esque creatures are spilling out, attacking the rig and endangering the
lives of those aboard. It’s up to the crew to figure out how to close the rift
and get back to the business of drilling for oil.
2. A working-dog-driven paddleboat,
appropriately named the Dog Paddle, is going up and down the river to promote
awareness of the abuse of working animals. While dogs power the boat, they are
well treated, cared for, and loved as pets.
3. The
fear-powered spaceship, the Terror, has appeared in the skies over Earth. Its
yellow-ringed Sinestro Corps crew are hoping for a glut of power as they
frighten earth’s populace. They will then spread that despair throughout the
universe.
4. The gnomish clockwork steam engine
dirigible, the Kelpos, is exploring new areas of the world. The crew is a mix
of races with a variety of skills, headed up by Jefan Grazbel, the ship’s main
engineer. Unbeknownst to them, the ship’s arrival has upset delicate
negotiations between neighboring barbarian tribes of difference races, each
thinking the other has summoned outside help in the form of the airship. If the
crew doesn’t straighten out the inhabitants, the fragile peace will dissolve
into complete war.
5. The Kanamits’ energy-powered flying
saucer the Servitor sails through the vast emptiness of space. It is an
exploration and food gathering vessel come to Earth to harvest…humanity. Will
mankind fight back against the aliens who ended many of Earth’s greatest woes
and take up their technology? Or will they become another entrée for the
Kanamits?
6. A space faring race made up of
various catlike peoples has landed in an area similar to ancient Egypt to mine
cats eye stones to fuel their pyramid-shaped spaceships. To do this they set
themselves up as gods and enslave the natives to do their bidding.
Unfortunately, after many years of oppression, a slave uprising is in the
works.
7. The interconnected mass of sailing
ships of the People of the Dust on the Silt Sea drift aimlessly, seeking
treasure from ships whose crews have died and risen as undead. Their victims
are none too happy their ships are ransacked and their rest disturbed by
trespassers.
8. The Baleck, a D’deridex-class
Imperial Romulan Warbird powered by an artificial quantum singularity reactor,
is patrolling in the Neutral Zone during a relatively peaceful time when it
receives a distress call from the Imperial Klingon Ship the Ch’Tongu. The crew
needs to decide whether or not the distress signal is a trap to cause an
intergalactic incident or genuine request for aid.
9. A mysterious 14th century galley ship
is piloted by the original crew, cursed by the sea witch Marian the Soul-Taker
never to die. Her crew seeks to find a way to end their curse without spreading
their ailment to those who cross their path.
10. The nuclear-powered submarine, the
Destiny’s Manifest, is exploring the Marianas Trench when its crew discovers a
new species of fish. As they go deeper and deeper they are pushing the marine
craft past its safety limits.
11. Galactus’
cosmic energy-powered Worldship, the Taa II, is approaching earth with The
Devourer of Worlds on it. What can our heroes do to dissuade him from sating
his hunger using the planet Earth as a snack?
12. The dilithium crystal-powered USS
Firedrake, NCC-787543, has received word of a medical plague in the Dagnius
System which they happen to have ability to replicate the cure for.
Unfortunately, to reach the system in time to put their replicators to use
they’ll have to violate the Federation’s directive and exceed warp 5.
13. A group of space pirates called the
Dark Force pillages worlds from their ship the Penumbra, capturing other races
to be made into slaves. Their real purpose is much more sinister…to take the
life force of their slaves and sell it to the highest bidders for crom, the
universal currency.
14. China developed an experimental cold
fusion ship that can travel at sub-light speeds as a high orbit vehicle, move
three times faster on water than any other ship and twice as fast when
submerged. It can descend to depths of 100,000 fathoms without pressure damage
or decompression problems. It’s also undetectable through radar. American spies
have stolen the ship and are attempting to get it into American waters where
they’ll be protected and this new technology can be analyzed.
15. The sentient wood-powered elven
airship the Laurëa Mallorn sails atop the trees of their homeland with feathery
extensions that grasp the treetops gently, gliding it forward. Its crew is
having an enjoyable day when in the distance the see smoke. They must reach the
source before the whole forest burns down, destroying their homeland.
16. The long-dead crew of the Viking
longship, the Protector, return to life when someone desecrates and robs their
burial grounds. They seek out the transgressors and punish them for their
audacity.
17. The volcano-powered dwarven flying
mountain fortress the Incorruptible patrols their lands for trouble and acts as
a strategic meeting point for all of the generals of their land-based
fortresses. An enemy has gotten aboard and the crew must defend it from being
taken over.
18. An interstellar traveling city-ship
called the Kutox carries the remnants of the Frenis as they flee the evil life
form called Droggs, whose eons-long war has driven all but a few of the ancient
magical race to extinction.
19. The air elemental-powered military
airship, the Turbine, overlooks the city-state of Quaymire and carries its
ruler. The populace isn’t happy with the dictatorship and is planning ways to
bring it down.
20. An intergalactic spaceship containing
a race of peacekeepers, the Treaty, has come to Earth to try to get man to
listen to the cause of peace. Will their efforts fall on deaf ears during times
of war?
Thirty
Ship Quirks
Make each ship a little different by
adding a small quality.
1. Alive:
it thinks but only has unintelligent (plantlike) or animalistic instincts, and
the ship’s crew often serves more as handlers than as pilots.
2. Sentient: can think and communicate talk intelligently.
3. Healing: the ship can heal itself through means
technological, organic, or magical.
4. Slow weapons: it takes a long time to charge weapons for firing
5. Fragile: the ship is easily damaged.
6. Fast:
this ship is speedy because of fuel type, special engine, or construction.
7. Intermittent: ship only functions when it wants to.
8. Old:
outdated technology, peeling paint, leaks, prone to breakdowns.
9. Constant maintenance: works well when properly maintained, but this
takes up much of the crew’s time.
10. Unusual controls: untrained pilots will have a difficult (or
impossible) time piloting the ship.
11. Odd odor: when inside the ship, it has an unusual odor that
you can’t quite place.
12. Signature presence: the ship is always known by some telltale sign –
exhaust, leakage, something that causes others to know it has been there.
13. Heavily armored: the ship has more armor than others of the same
type.
14. Adaptable: the ship is designed to handle the roughest of
conditions.
15. Slow:
the ship slogs along steadily, but makes up for it in passenger, storage, or
weapons capacity.
16. Cramped quarters: the ship’s other features take priority over crew
comfort.
17. Weird fuel source: the ship can’t simply go to the corner gas
station and get a fill up. You need something special or even dangerous to make
it work.
18. Standard design: anyone with a schematic of the ship can hack into
it and cause it to do things the crew doesn’t want it to do.
19. Cloaking: The ship can disguise itself as another type of
ship or become invisible.
20. Military Carrier: carries military vessels that can launch from it
while in transit.
21. Drifting: the ship has no real means of propulsion, relying
on the environment to move it.
22. Juking: the ship is harder to target accurately because
it doesn’t stay put.
23. Transformer: the ship can change to another form such as a
giant robot or an animal, possibly combining with others to create a larger
form.
24. Experimental: the ship has new, untested technology.
25. Unidentified: it has no name or registration.
26. Unusual construction: ship is made from non-standard material such as
ice, fire, special polymers, or cloth.
27. Difficult to fix: if damaged the ship takes many hours of repair or
special materials to fix properly.
28. Unusual propulsion: the ship is powered by animals, clockwork, solar
power, chemical reactions, or energy directly obtained through life forms drive
it.
29. Magical: there’s magical protection or other attribute
built into the ship itself.
30. Sturdy: hard to bring down or immobilize due to its
multiple backup systems, engines, or weapons, and it might need to be destroyed
in combat a section at a time.
Using these ideas can help you to use
ships as a dungeon more effectively.
Thank you for reading my article, let
me know what you think by liking, commenting, and resharing.
/////////
USING SHIPS AS A DUNGEON,
PART 3
Last time we examined ship purposes,
ship based plots, and ship quirks. This time we’ll look at the different parts
of the ship, a ship template, and water hazard examples.
Ship Related Words
1. Abaft: toward or at the stern of a ship; further aft
2. Affreightment: hiring of a vessel
3. Aft: in
or toward the back part of a ship or airplane
4. Afterdeck: deck behind a ship’s bridge
5. Afterguard: men who work the aft sails on the quarterdeck
and poop deck
6. Ahull: with sails furled and helm lashed to the
lee-side
7. Amidships: in the middle part of a ship
8. Astern: at the stern of a ship
9. Backstay: stay extending from ship’s mastheads to the
side of the ship
10. Ballaster: one who supplies ships with ballast
11. Bargemaster: owner of a barge
12. Bay: an
area in an airplane or a ship that is used for carrying goods or equipment
13. Beam: the
widest part of a ship from one side to the other
14. Bee: hardwood
on either side of bowsprit through which forestays are reeved
15. Belay: to secure a rope by winding on a pin or cleat
16. Berth: a bed on a train or ship
17. Bilge: the bottom part of a boat
18. Binnacle: case in which a ship’s compass is kept
19. Bitts: posts mounted on a ship for fastening ropes
20. Blade: one of the flat parts of a propeller that
spins around and pushes a boat or airplane forward
21. Bluepeter: blue flag with a white square in center used
as ship’s signal
22. Boatswain (bosun): ship’s crewmember in charge of equipment and
maintenance
23. Bobstay: rope used on ships to steady the bowsprit
24. Bollard: short post on a wharf or ship to which ropes
are tied
25. Boltrope: strong rope stitched to edges of a sail
26. Boom: a
long pole fixed to the bottom of a boat’s sail, that is used for changing the
direction of the sail
27. Bottomry using the ship as collateral to finance a sea
voyage
28. Bow: front
of a ship
29. Bower: anchor carried at bow of a ship
30. Bowline: rope used to keep weather edge of a sail taut
31. Bowsprit: a long pole (spar) that sticks out from the front
of a ship
32. Brails: ropes on edge of sail for hauling up
33. Bream:
to clean a ship’s bottom by burning off seaweed
34. Bridge: the part of a ship from which it is controlled
35. Brig:
a place on a ship where prisoners are kept
36. Bulwark(s): the side of a ship above the deck
37. Bumpkin: spar projecting from stern of ship
38. Bunt: middle
of sail, fish-net or cloth when slack
39. Buntline: rope attached to middle of square sail to
haul it up to the yard
40. Burgee: small ship’s flag used for identification or
signaling
41. Cabin: a private room on a ship for a passenger or
one of the people working on the ship
42. Cable: heavy rope or chain for mooring a ship
43. Cabotage: shipping and sailing between points in the same
country
44. Camber: slight arch or convexity to a beam or deck of a
ship
45. Capstan: upright device for winding in heavy ropes or
cables, especially on a ship or at a port
46. Careen: to turn a ship on its side in order to clean or
repair it
47. Catapult: a piece of equipment on a ship used for sending
aircraft into the air
48. Cathead: projection near the bow of a ship to which anchor
is secured
49. Chine:
the intersection of the middle and sides of a boat
50. Chock:
metal casting with curved arms for passing ropes for mooring ship
51. Cleat: a metal object that you tie a rope around in
order to fasten something in place, especially on a ship
52. Clew: corner
of sail with hole to attach ropes
53. Coaming: raised edge around ship’s hatches to keep water
out
54. Cocket: official shipping seal; customs clearance form
55. Cockpit: the part of a boat where the controls are
56. Cofferdam: narrow vacant space between two bulkheads of a
ship
57. Companionway: stairs from upper deck of ship to lower deck
58. Conning: tower the part on top of a submarine from which
the periscope sticks out
59. Cordage: ropes in the rigging of a ship
60. Cringle: loop at corner of sail to which a line is
attached
61. Crosstrees: horizontal crosspieces at a masthead used to
support ship’s mast
62. Crow’s nest: a place near the top of a ship’s mast where a
sailor stands to look out over the ocean
63. Davit:
device for hoisting and lowering a boat
64. Deadeye: rounded wooden block with hole used to set up
ship’s stays
65. Deadwood: timbers built into ends of ship when too narrow
to permit framing
66. Deck:
one of the levels on a ship, train, or stadium
67. Demurrage: delay of vessel’s departure or loading with cargo
68. Dodger: shield against rain or spray on a ship’s bridge
69. Dogwatch: a short, evening period of watch duty on a ship
70. Downhaul: rope for holding down or hauling down a sail or
spar
71. Dyogram: ship’s chart indicating compass deflection due to
ship’s iron
72. Earing: line for fastening corner of a sail to the gaff
or yard
73. Ensign: large naval flag
74. Escape hatch: a small door for escaping from a ship,
aircraft, or submarine in an emergency
75. Escutcheon part of ship’s stern where name is displayed
76. Fairlead: ring through which rope is led to change its
direction without friction
77. Fardage: wood placed in bottom of ship to keep cargo dry
78. Fender: a piece of rope or a tire that protects the side
of a boat from knocks
79. Fiddley: iron framework around hatchway opening
80. Figurehead: a wooden model of a person attached to the front
of an old-fashioned ship
81. Flagstaff: flag pole at stern of a ship
82. Flight deck: the open area on a large ship where aircraft
can take off and land
83. Fluke: part of an anchor that fastens in the ground
84. Forebitt: post for fastening cables at a ship’s foremast
85. Forecabin: cabin in fore part of ship
86. Forecastle (fo’c’sle): the front part of a ship, under the main deck
87. Forefoot: foremost end of ship’s keel
88. Foremast: mast nearest the bow of a ship
89. Foresail: lowest sail set on the foremast of square-rigged
ship
90. Forestay: stay leading from the foremast to the bow of a
ship
91. Frap: to
draw a sail tight with ropes or cables
92. Freeboard: distance between waterline and main deck of a
ship
93. Funnel (smokestack): a tube that lets out smoke and steam from the
engine of a boat or old-fashioned train
94. Futtock: rib of a ship
95. Gaff:
spar on which head of fore-and-aft sail is extended
96. Gaff-topsail: triangular topsail with its foot extended
upon the gaff
97. Galley: the kitchen on a boat or airplane
98. Gangplank: a long narrow board that you put between a boat
and the land, or between two boats, so that you can walk across
99. Gangway: a flat board or metal structure that can be put
in place between a ship and land to let people get off or on the ship
100. Garboard: plank on a ship’s bottom next to the keel
101. Genoa:
large jib that overlaps the mainsail
102. Grapnel: small anchor used for dragging or grappling
103. Groundage: a charge on a ship in port
104. Gudgeon: metal socket into which the pintle of a boat’s
rudder fits
105. Gunnage: number of guns carried on a warship
106. Gunwale (singular gunnel): the upper edge of the side of a boat or ship
107. Gybe:
to swing a sail from one side to another
108. Halyard: rope or tackle for hoisting and lowering sails
109. Hank:
series of rings or clips for attaching a jib or staysail to a stay
110. Hawse:
distance between ship’s bow and its anchor
111. Hawsehole: hole for ship’s cable
112. Hawser: large rope for mooring or towing a ship
113. Headsail: sail set forward of the foremast of a ship
114. Helm:
a wheel or handle used for making a boat go in the direction you want
115. Hold:
the area in an airplane or ship that is used for goods, vehicles, or suitcases
116. Holystone: sandstone material used to scrape ships’ decks
117. Hull:
the part of a ship or boat that floats on the water.
118. Hydrofoil: one of the wing-shaped pieces attached to the
bottom of a hydrofoil
119. Inboard: inside the line of a ship’s bulwarks or hull
120. Jack: ship’s flag flown from jack-staff at bow of
vessel
121. Jack-block: pulley system for raising topgallant masts
122. Jack-cross-tree: single iron cross-tree at head of a
topgallant mast
123. Jackstaff: short staff at ship’s bow from which the jack is
hoisted
124. Jackstay: iron or wooden bar running along yard of ship to
which sails fastened
125. Jackyard: spar used to spread the foot of a gaff-topsail
126. Jib:
small triangular sail extending from the head of the foremast
127. Jibboom: spar forming an extension of the bowsprit
128. Jibe:
to change a ship’s course to make the boom shift sides
129. Jurymast: mast erected on ship in place of one lost
130. Kedge:
small anchor to keep a ship steady
131. Keel:
a long thin piece of wood or metal along the bottom of a boat that helps it to
balance in the water
132. Keelhaul: to punish by dragging under keel of ship
133. Keelson: lengthwise wooden or steel beam in ship for
bearing stress
134. Kentledge: pig-iron used as ballast in ship’s hold
135. Lagan:
cargo jettisoned from ship but marked by buoys for recovery
136. Lanyard: a short rope used on ships for fastening things
such as the sails
137. Lastage: room for stowing goods in a ship
138. Lateen: triangular sail rigged on ship’s spar
139. Laveer: to sail against the wind
140. Lazaret: space in ship between decks used for storage
141. Leeboard: wood or metal planes attached to hull to prevent
leeway
142. Leech:
a vertical edge of a square sail
143. Loxodograph: device used to record ship’s travels
144. Luff:
windward side of a ship; forward edge of fore-and-aft sail
145. Lugsail: four-sided sail bent to an obliquely hanging yard
146. Lutchet: fitting on ship’s deck to allow mast to pivot to
pass under bridges
147. Mainmast: sailing ship’s principal mast
148. Mainsail: principal sail on a ship’s mainmast
149. Mainsheet: rope by which mainsail is trimmed and secured
150. Mainstay: stay that extends from the main-top to the foot
of the foremast
151. Manrope: rope used as a handrail on a ship
152. Martingale: lower stay of rope used to sustain strain of the
forestays
153. Mast:
a tall pole that the sails hang from on a ship. The masthead is the top of the
mast
154. Mizzen: the mast that holds the mizzen sail or the sail
behind the main sail on a ship
155. Mizzenmast: mast aft or next aft of the mainmast in a ship
156. Moonraker: topmost sail of a ship, above the skyscraper
157. Muster: station a place, especially on a ship, where
people should gather if there is an emergency
158. Oakum:
old ropes untwisted for caulking the seams of ships
159. Oarlock: American the piece of metal that holds the oar of
a boat
160. Orlop:
lowest deck in a ship having four or more decks
161. Outhaul: rope used to haul a sail taut along a spar
162. Outrigger: spar extended from side of ship to help secure
mast and helps it to float
163. Paddle: one of the long flat boards that are joined
together in the shape of a wheel, used for moving a paddle boat through the
water
164. Painter: a rope attached to the front of a boat and used
for tying it to something such as a post
165. Pallograph: instrument measuring ship’s vibration
166. Parrel: band by which a yard is fastened to a mast
167. Patroon: captain of a ship; coxswain of a longboat
168. Poop:
the higher part at the back of an old sailing ship
169. Port (larboard): when facing forward, the left side of a ship
170. Porthole (scuttles): a small window in the side of a ship or airplane
171. Primage: fee paid to loaders for loading ship
172. Promenade: deck the upper area of a ship where people walk
for pleasure
173. Propeller: a piece of equipment with blades that spin, used
for moving a ship or aircraft
174. Prow:
the front of a ship or boat
175. Purser: ship’s officer in charge of finances and
passengers
176. Quarterdeck: part of ship’s deck set aside by captain for
ceremonial functions OR the back part of a ship’s upper deck, where the
officers often live
177. Quartering: sailing nearly before the wind
178. Rake:
the inclination of a mast or another part of a ship
179. Ratline: small rope forming a rung of a rope ladder on a
ship
180. Reef:
to reduce area of a sail by rolling or folding part of it
181. Reeve:
to pass a rope through a ring
182. Rigging: the ropes and chains used for supporting a ship’s
sails and masts
183. Roach:
curved cut in edge of sail for preventing chafing
184. Roband: piece of yarn used to fasten a sail to a spar
185. Rostrum: spike on prow of warship for ramming
186. Rowlock: contrivance serving as a fulcrum for an oar
187. Royal:
small sail on royal mast just above topgallant sail
188. Rudder: a flat piece of wood or other material at the
back of a boat or airplane that is moved to change the direction of travel
189. Sail:
a large piece of strong cloth attached to a tall pole on a boat, used for
catching wind to move the boat across water
190. Saloon: a big room on a ship where passengers can sit
together and talk, play games, etc.
191. Scud: to
sail swiftly before a gale
192. Scupper: hole allowing water to drain from ship’s deck
193. Scuttlebutt: cask of drinking water aboard a ship; rumor, idle
gossip
194. Sheer:
fore-and-aft curvature of a ship from bow to stern
195. Sheet:
on a sailboat, the rope that is used for controlling the sail
196. Shrouds: ropes supporting the mast of a ship
197. Sickbay: a room where sick people go to rest and get
medical treatment on a ship
198. Side:
the edge of a boat
199. Sidelight: colored lights on side of a ship under way at
night
200. Skeg:
part of ship connecting the keel with the bottom of the rudderpost
201. Skysail: sail above the royal sail
202. Skyscraper: triangular sail on a ship above the royal
203. Slipway: ramp sloping into water for supporting a ship
204. Snotty: naval midshipman
205. Spanker: sail on the mast nearest the stern of a
square-rigged ship
206. Spar:
any ship’s mast, boom, yard, or gaff
207. Spinnaker: an extra sail sometimes put on the front of a
boat used for racing OR a large triangular sail opposite the mainsail
208. Spirketting: inside planking between ports and waterways
of a ship
209. Sponson: platform jutting from ship’s deck for gun or
wheel
210. Sprit: spar crossing a fore-and-aft sail diagonally
211. Spritsail: sail extended by a sprit
212. Starboard when facing forward, the right side of a ship
213. Starbolins: sailors of the starboard watch
214. Stay:
large rope used to support a mast
215. Staysail: fore-and-aft sail hoisted on a stay
216. Steerage: the part of a passenger ship in which people who
had the most inexpensive tickets traveled
217. Steeve: to set a ship’s bowsprit at an upward inclination
218. Stemson: supporting timber of a ship
219. Stern:
back part of a ship
220. Sternpost: main member at stern of a ship extending from
keel to deck
221. Sternway: movement of a ship backwards
222. Stevedore: dock worker who loads and unloads ships
223. Stokehold: ship’s furnace chamber
224. Stowage: space for storing things in a boat or vehicle
225. Strake: continuous band of plates on side of a ship
226. Stunsail: light auxiliary sail to the side of principal
sails
227. Sun deck: an open area on a ship where you can enjoy
the sun
228. Supercargo: ship’s official in charge of business affairs
229. Superstructure: the part of a ship that is above the main deck
230. Taffrail: rail round the stern of a ship
231. Thole:
pin in the side of a boat to keep oar in place
232. Thwart: a seat across the middle of a rowboat
233. Tiller: handle or lever for turning a ship’s rudder
234. Timberhead: top end of ship’s timber used above the gunwale
235. Timenoguy: rope stretched from place to place in a ship
236. Topgallant: mast or sail above the topmast and below the
royal mast
237. Topmast: ship’s mast above the lower mast
238. Topsail: ship’s sail above the lowermost sail
239. Topside: on or relating to the deck of a ship
240. Transship: to transfer from one ship to another
241. Transire: ship’s customs warrant for clearing goods
242. Transom: transverse timbers attached to ship’s sternpost
243. Treenail: long wooden pin used to fix planks of ship to the
timbers
244. Trice: to haul in and lash secure a sail with a
small rope
245. Trunnel: wooden shipbuilding peg used for fastening
timbers
246. Trysail: ship’s sail bent to a gaff and hoisted on a lower
mast
247. Tuck:
part of ship where ends of lower planks meet under the stern
248. Turret: a high part on a military ship or vehicle where
guns are attached. You can turn it in order to shoot the guns in any direction.
249. Turtleback: structure over ship’s bows or stern
250. Unreeve: to withdraw a rope from an opening
251. Waist: the central part of a ship or an airplane
252. Walty:
inclined to tip over or lean
253. Wardroom: a room on a warship used by all the officers
except for the captain
254. Washboard: broad thin plank along ship’s gunwale to keep out
sea water
255. Watching: fully afloat
256. Waterline: the highest point where water touches the side of
a boat
257. Waveson: goods floating on the sea after a shipwreck
258. Wear:
to turn a ship’s stern to windward to alter its course
259. Weatherboard: weather side of a ship
260. Weatherly: able to sail close to the wind with little leeway
261. Wheelhouse: a small room on a boat where the wheel and other
controls are
262. Whipstaff: vertical lever controlling ship’s rudder
263. Windbound: hindered from sailing by contrary winds
264. Windlass: winch used to raise a ship’s anchor
265. Yard:
tapering spar attached to ship’s mast to spread the head of a square sail
266. Yardarm: either end of the yard of a square-rigged ship
Ship Template
Name
of Ship: What the ship’s name is.
Type of ship: See here for a list of types of
ships.
Size of Ship: the ship’s dimensions, if other than
standard for its type.
Crew: Number of crew on board, and positions.
Crew Racial Makeup: What races are aboard the
ship, if applicable.
Armor: the defensive capabilities of the ship, if
applicable.
Armory: the offensive capabilities of the ship, i.e.
what types of canons the ship holds and the sizes, if applicable.
Cargo: What the ship’s carrying, if applicable.
Propulsion: how it gets around: e.g. wind, steam,
magic, oars, etc.
Maneuverability: how easily it gets around.
Blank
Ship Template
Name
of Ship:
Type of ship:
Size of Ship:
Crew:
Crew Racial Makeup:
Armor:
Armory:
Cargo:
Propulsion:
Maneuverability:
D30 Ship-based / Water Hazards
1. Calm weather: the ship can’t go anywhere because there’s
not a breeze to catch the sails
2. Lack of visibility: If you can’t see where you’re going, the ship
can run aground, or you can get lost.
3. Hot metal: The sun beating down on metal objects can cause
them to become too hot to handle.
4. Scurvy: caused by lack of nutrients. Causes teeth to
fall out
5. Airy Water: This is an area of air that is filled with
bubbles that allow things that are able to breathe water are able to survive
in. Most fish will avoid these areas.
6. Slippery Surfaces: The surface of a deck. This includes such things as
the ropes, wood and metal surfaces
7. Coral Scratch: Injuries from coral don’t heal normally, and
must be healed either magically or takes .
8. Sunburn: The characters are exposed to sunlight for
many hours may get burned by the sun
9. Seasickness: The characters get ill due to the motion of
the sea
10. Poisonous marine life: catching and eating this marine life is bad
for characters, causes them to be poisoned
11. No sea legs: The character is unsteady on his/her feet on
a boat
12. Boiling Water: Underwater volcanic vents boil water in the
vicinity where they form.
13. Venomous marine life: contact with this marine life is similar to
the sting of an insect.
14. Airless Water: an area of water that is devoid of air, a
dead zone, devoid of fish.
15. Lost Islands: places that don’t show up on the maps. What’s on
these lost islands, or why they’re there is up to the DMs.
16. Whirlpool: a body of swirling water produced by the meeting of
opposing currents.
17. Inability to swim: the character either naturally has no ability
to swim or has lost it for some reason (think the Devil Fruit users in One
Piece)
18. Other Ships Attack: Another ship attacks the ship the characters
are on
19. Man Overboard: A person gets swept or falls overboard for
some reason
20. Violent seas: the ship is
being tossed about by bad weather / choppy seas. This includes such hazards as
waterspouts.
21. Monster attack: a giant
squid, shark, or other monster attacks the ship
22. Underwater caves: a water
filled cave must be navigated by the ship (or by an underwater expedition team)
23. Depth:
the water is too deep to dive, either by the ship or characters. Even with
rebreathers and SCUBA gear, characters can suffer “the bends”
24. Drowning: not being able to breathe underwater or having
magics that allow one to do so expire
25. Hypothermia: characters get bad effects from swimming/ being
exposed to cold weather/ water
26. Currents: boats can be swept away by strong currents
27. Fire:
a fire breaks out on the ship and those aboard need to find out how to put it
out (if it *can* be put out)
28. Radiation: the ship is nuclear and has a radiation leak
29. Shipwreck: the ship sinks and those aboard need to get off
it
30. Defiling Sludge: This sludge is a potential hazard games where
all sorts of evil runs amuck. It is the remnants of vile magic that have flowed
into the sea. Momentary contact with it weakens an object and continuous
contact with it quickly dissolves it. It is corrosive to the flesh. The sludge
can’t be easily destroyed, only driven away with such things as crystal and
jade. This is the stuff that shows up in “The Pirates of Dark Water.”
Now you have some vocabulary, a
template to use your ships, and some ship and water based hazards, you’ll be
more equipped to send your player characters on a voyage to use ships as a
dungeon.
Thanks for reading!